Did there used to be a fishing pole in 1 of the stores? I swear I used to see it in there and now I never do.

Do any of the stores change what they have? I feel like I used to see 1-2 more items I don't anymore

edit:also sometimes when I am using the onscreen arrows on the iPhone, the "center" version, when I hit in the bottom right(about where the "right" version keys would be, I still seem to hit them? even though I can't see them?

Its like the "right version" buttons are still there in "center mode" but the right ones are invisible?

I'll check into the on screen cursors things. Thanks for the feedback. You're the first person I know of that uses the "Center" cursors mode.

Kev

I found I didn't like the center, I am using the "right" cursor mode right now.

I must say one of my most personal favorite feature is the fact that when I am at work I can play on my phone, but when I go home. I can play on my computer(shared saved)

I am always having issues trying to get internet connectivity things to work well. This seems to work perfect. Could you by chance when you have some free "tutorial writing" time, is to maybe make a little tutorial or SCCE(short compileable code example) that utilizes the set/get you are using for your saves? if its not too much trouble, or perhaps a link to something close to your method? HTTP post/get? mysql direct access?

edit: I found the fishing pole, at the city you saidI could have swore it used to be in the newbie starting town

edit 2x:You said that I am the first person to use the center thing that you know of.Have you ever considered adding some sort of anonymous basic logging of functions used.i.e.That sends in data whenever they save.how many players use keyboard vs point and clickwhich control, left/center/right do they use. Probably the best statistic to look at, look at all the saves there are of the game. Look at the highest point(level/area) they reach before it seems they stop playing(for more then a week or more?) Then focus on adding more content/quests/faster level or something to that area.

I personally feel it slows down a lot around lvl 6 or 7. Like there should be a quest from main town that has you go to another town, to "suggest/guide"(aka force) the player to explore more.

ingame statistics would be neat too.how many monsters of each type slayed.how many bosses you killed.how many times died.total money ever earned, highest money at one point, items sold, gold found vs saleshow many times did you reach the end of the dungeon(is it always 7 levels deep?)

I know a lot of people love mini achievements, which could tie into those statistics and other areas.

Great game Kev, it's eaten up a lot of my time My only suggestion is maybe making it possible to hold down the buttons on the D-Pad because movement is a bit clunky otherwise, at least on the iPhone. Movement is great on the computer though, clicking works a lot better then tapping where you want to go. That's just my opinion.

What version of Java? Java 6 update 26. I have both the 32 and 64bit versions installed because not everything works with the 64bit version Maybe it has something to do with the fact that I have a 3rd part skin for windows, but I use a canvas, setPreferredSize(), and pack() too and don't have problems.

Hi Kev . I finally rooted my HTC Hero and installed 2.3 and now I can play LoY . I've played until level 10 so far, and I must say I had fun with it .

However, I have a suggestion for the beginning of the game . I've seen in the bestiary that there are a LOT of different monster types, but in the first dungeon (when player will decide if he keeps playing or just delete the game), you only present a skeleton, a slime and maybe another one that I don't remember. Maybe it's just me, but I think it would be better to present some other monster types (even if they are basically skeletons but with a different sprite), for the benefit of the eye candy . It is kinda monotonous to go to thru 5 floors of the same tiles and same monster type . In my opinion, you should spend a little more of your resources in this beginning to keep player enticed enough, and when he's already hooked you can safely save a bit of your resourcers and repeat more . Right now you're doing exactly the opposite : when I left Aria (and had met 3 or 4 monster types) I've then encountered a lot of different enemies in a very short while .

Absolutely, fair point - I've been fleshing out the early levels (adding fishing, digging and a set of new items for low levels) recently. My next task is to add a bunch of lower level quests and an extra place to explore in Aria for newbies.

I have a suggestion. Currently it appears that there is a single key per floor in dungeons (unless I've missed something ) which is good except that you get stuck if the key gets deleted. Like when someone accidentally taps "Deatroy Bag" >_> or something... Then to be able to advance to the next floor you have to either go up a level or save, exit session, load the game and start the floor over. So my suggestion is maybe add some way to have another key generated or make the key un-deleteable or something to prevent this.

EDIT: Also on the iPhone the free Legends of Yore is at version 860, and the pre-upgraded Legends of Yore is still on version 821. Is that Apple being slow on the approval process?

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